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Game Design Masterclass: Going Diceless
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<blockquote data-quote="TrippyHippy" data-source="post: 7979773" data-attributes="member: 27252"><p>I have Everway too, and love some of the concepts although it always felt a bit underdeveloped to me.</p><p></p><p>Its worth noting that while the Tarot-like cards make the game diceless, certainly, they are still usually distributed randomly (shuffling the deck). While the reading of the cards (Fate) can be interpreted subjectively and you could just adjudicate situations without cards by comparing stats (Karma) or GM fiat (Drama), the game is still basically set up with an inbuilt randomising process.</p><p></p><p>Having said that, I have often used the Everway deck in conjunction with other systems -you simply distribute a number of cards, face down, to each player at the start of the session and allow them to turn over a card at any chosen event. The interpretation of the card - which is still either positive or negative - can then be used to aid the description of the outcome or change of circumstance for the player. Just like a tarot-reading in a sense.</p><p></p><p>Amber also had a reference to this sort of thing with it’s ‘Trump’ power, which involved the character having knowledge and power from interpreting cards. Other games that used cards in their system too include Ars Magica (Whimsey cards), Lace & steel (for dueling), Castle Falkenstein (for everything), TSRs Marvel Superheroes and Dragonlance games (from the 1990s), Deadlands (for initiative and magic), and also later games like Fate that also can use them as an option.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7979773, member: 27252"] I have Everway too, and love some of the concepts although it always felt a bit underdeveloped to me. Its worth noting that while the Tarot-like cards make the game diceless, certainly, they are still usually distributed randomly (shuffling the deck). While the reading of the cards (Fate) can be interpreted subjectively and you could just adjudicate situations without cards by comparing stats (Karma) or GM fiat (Drama), the game is still basically set up with an inbuilt randomising process. Having said that, I have often used the Everway deck in conjunction with other systems -you simply distribute a number of cards, face down, to each player at the start of the session and allow them to turn over a card at any chosen event. The interpretation of the card - which is still either positive or negative - can then be used to aid the description of the outcome or change of circumstance for the player. Just like a tarot-reading in a sense. Amber also had a reference to this sort of thing with it’s ‘Trump’ power, which involved the character having knowledge and power from interpreting cards. Other games that used cards in their system too include Ars Magica (Whimsey cards), Lace & steel (for dueling), Castle Falkenstein (for everything), TSRs Marvel Superheroes and Dragonlance games (from the 1990s), Deadlands (for initiative and magic), and also later games like Fate that also can use them as an option. [/QUOTE]
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